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Multi Rarity Partial Card Ratings (Page 6)
1.
Only new cards and those with
updated text
that changes how they work are included below. 2. MAZE-EN info: https://yugioh.fandom.com/wiki/Maze_of_Memories 3. WISU-EN info: https://yugipedia.com/wiki/Wild_Survivors |
Wild
Survivors
(WISU-EN057) Lost World SPELL / Field Spell All monsters on the field lose 500 ATK/DEF, except Dinosaur monsters. Once per turn, if a Dinosaur monster is Normal or Special Summoned (except during the Damage Step): You can Special Summon 1 "Jurraegg Token" (Dinosaur/EARTH/Level 1/ATK 0/DEF 0) to your opponent's field in Defense Position. While your opponent controls a Token, they cannot target monsters on the field with card effects, except Tokens. Once per turn, if a Normal Monster(s) on the field would be destroyed by battle or card effect, you can destroy that many Dinosaur monsters in your hand and/or Deck instead. (Rare) |
Rating: 1 out of 5 Nothing like the movies depicted, and not a single Dinosaur will make it. |
Wild
Survivors
(WISU-EN042) Hamburger Recipe SPELL / Ritual Spell This card is used to Ritual Summon "Hungry Burger". You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. (Rare) |
Rating: 1 out of 5 The two cards were literally released two months ago without a single change to their texts. |
Wild
Survivors
(WISU-EN041) Hungry Burger DARK / Ritual Monster / Level 6 / ATK 2000 / DEF 1850 (Warrior / Ritual) You can Ritual Summon this card with "Hamburger Recipe". (Super Rare) & (Collector's Rare) |
Rating: 1 out of 5 Of course it's hungry. It's made of empty calories and cardboard cutouts. |
Wild
Survivors
(WISU-EN040) Chef's Special Recipe TRAP / Counter Trap When a Spell/Trap Card, or monster effect, is activated while you control a "Nouvelles" Ritual Monster: Negate the activation, then you can destroy that card if you control a monster that was Special Summoned by the effect of a "Nouvelles" monster. If you Special Summon "Hungry Burger": You can banish this card from your GY; Tribute as many monsters your opponent controls as possible. You can only use each effect of "Chef's Special Recipe" once per turn. (Rare) & (Collector's Rare) |
Rating: 1 out of 5 Why is Hungry Burger on anyone's menu? It's not even an appetizer. |
Wild
Survivors
(WISU-EN039) Recette de Personnel (Staff Recipe) TRAP / Continuous Trap You can target 1 Ritual Monster you control; Special Summon 1 "Nouvelles Token"(Fiend/DARK/Level 1/ATK 50/DEF 50). This Token's Level becomes the same as that monster's. You can send this face-up card from your Spell & Trap Zone to the GY; Ritual Summon 1 "Nouvelles" Ritual Monster from your hand by Tributing monsters from your hand or field whose total Levels exactly equal the Level of that Ritual Monster. You can only use each effect of "Recette de Personnel (Staff Recipe)" once per turn. (Rare) |
Rating: 1 out of 5 Everyone can have their own personal recipes, but not everyone is a chef. |
Wild
Survivors
(WISU-EN038) Recette de Viande (Meat Recipe) SPELL / Ritual Spell This card can be used to Ritual Summon any "Nouvelles" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then, if you Ritual Summoned "Confiras de Nouvelles", you can apply the following effect. ● Change all Defense Position monsters your opponent currently controls to Attack Position. (Super Rare) |
Rating: 1 out of 5 The chefs need more training because these dishes aren't even fit for a 2-star restaurant. |
Wild
Survivors
(WISU-EN037) Recette de Poisson (Fish Recipe) SPELL / Ritual Spell This card can be used to Ritual Summon any "Nouvelles" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. Then, if you Ritual Summoned "Buerillabaisse de Nouvelles", you can apply the following effect. ● Add 1 "Recipe" Ritual Spell from your Deck or GY to your hand, except "Recette de Poisson (Fish Recipe)". (Super Rare) |
Rating: 1 out of 5 These cards can escargot into the trash. |
Wild
Survivors
(WISU-EN036) Voici la Carte (Today's Menu) SPELL / Normal Spell Reveal 2 "Nouvelles" monsters with different names from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the other into your Deck, then you can add 1 of these cards from your Deck or GY to your hand based on the Monster Type added to your hand by this effect. ● Beast-Warrior: "Recette de Poisson (Fish Recipe)" ● Warrior: "Recette de Viande (Meat Recipe)" You can only activate 1 "Voici la Carte (Today's Menu)" per turn. (Ultra Rare) |
Rating: 1 out of 5 Their specialty is Bad Support with a side of unplayability. |
Wild
Survivors
(WISU-EN035) Nouvelles Restaurant "At Table" SPELL / Field Spell When this card is activated: You can add 1 "Recipe" card from your Deck or GY to your hand. Once per turn: You can place 1 Ritual Monster from your hand on the bottom of the Deck; draw 1 card. Once per turn, during your End Phase: You can target 2 cards in your GY, including a "Recipe" card; place them on the bottom of your Deck in any order, then draw 1 card. You can only activate 1 "Nouvelles Restaurant "At Table"" per turn. (Ultra Rare) & (Collector's Rare) |
Rating: 1 out of 5 It may be more searchable than Card Trader (#46), but that card is open to any card in your hand. |
Wild
Survivors
(WISU-EN034) Baelgrill de Nouvelles DARK / Ritual Monster / Level 6 / ATK 2400 / DEF 1850 (Warrior / Ritual / Effect) You can Ritual Summon this card with a "Recipe" card. If this card is Special Summoned: You can negate the effects of all face-up cards your opponent currently controls (until the end of this turn), then, if this card was Special Summoned by the effect of a "Nouvelles" monster, you can Tribute as many monsters your opponent controls as possible. (Quick Effect): You can target 1 Attack Position monster your opponent controls; Tribute it, and if you do, Special Summon 1 "Hungry Burger" from your hand or Deck. You can only use each effect of "Baelgrill de Nouvelles" once per turn. (Super Rare) |
Rating: 2 out of 5 You don't want the Hungry Burger special. Make use of the first effect, or don't bother. |
Wild
Survivors
(WISU-EN033) Balamauniere de Nouvelles DARK / Ritual Monster / Level 5 / ATK 2000 / DEF 1850 (Beast-Warrior / Ritual / Effect) You can Ritual Summon this card with a "Recipe" card. If this card is Special Summoned: You can add 1 "Nouvelles" or "Recipe" card from your Deck to your hand. You can target 1 Attack Position monster your opponent controls; Tribute it, and if you do, Special Summon 1 Level 6 "Nouvelles" Ritual Monster from your hand or Deck. This is a Quick Effect if this card was Special Summoned by the effect of a "Nouvelles" monster. You can only use each effect of "Balameuniere de Nouvelles" once per turn. (Super Rare) |
Rating: 1 out of 5 It took 5 cards to reach even 2000 ATK. Quite literally a snack for stronger monsters. |
Wild
Survivors
(WISU-EN032) Foie Glasya de Nouvelles DARK / Ritual Monster / Level 4 / ATK 1600 / DEF 1850 (Warrior / Ritual / Effect) You can Ritual Summon this card with a "Recipe" card. If this card is Special Summoned: You can target up to 3 cards in any GY(s); shuffle them into the Deck. When a card or effect is activated that targets a monster on the field, or when a monster is targeted for an attack (Quick Effect): You can Tribute 1 "Nouvelles" monster you control and 1 Attack Position monster on either field, and if you do, Special Summon 1 Level 5 or 6 "Nouvelles" Ritual Monster from your hand or Deck. You can only use each effect of "Foie Glasya de Nouvelles" once per turn. (Super Rare) |
Rating: 1 out of 5 Everything they serve is only going to make you sick to your stomach. |
Wild
Survivors
(WISU-EN031) Poetis de Nouvelles DARK / Ritual Monster / Level 3 / ATK 1200 / DEF 1850 (Beast-Warrior / Ritual / Effect) You can Ritual Summon this card with a "Recipe" card. If this card is Special Summoned: You can draw 1 card. When a card or effect is activated that targets a monster on the field, or when a monster is targeted for an attack (Quick Effect): You can Tribute 1 "Nouvelles" monster you control and 1 Attack Position monster on either field, and if you do, Special Summon 1 Level 4 or 5 "Nouvelles" Ritual Monster from your hand or Deck. You can only use each effect of "Poeltis de Nouvelles" once per turn. (Super Rare) |
Rating: 1 out of 5 We had better Rituals (#35) before they were ever linked to an Archetype. |
Wild
Survivors
(WISU-EN030) Confiras de Nouvelles DARK / Ritual Monster / Level 2 / ATK 800 / DEF 1850 (Warrior / Ritual / Effect) You can Ritual Summon this card with a "Recipe" card. If this card is Special Summoned: You can target 1 Spell/Trap on the field; destroy it. When a card or effect is activated that targets this card on the field, or when this card is targeted for an attack (Quick Effect): You can Tribute this card and 1 Attack Position monster on either field, and if you do, Special Summon 1 Level 3 or 4 "Nouvelles" Ritual Monster from your hand or Deck. You can only use each effect of "Confiras de Nouvelles" once per turn. (Super Rare) |
Rating: 1 out of 5 The ATK only rises 400 from where it started, and the effects are relatively static. |
Wild
Survivors
(WISU-EN029) Buerillabaisse de Nouvelles DARK / Ritual Monster / Level 1 / ATK 400 / DEF 1850 (Beast-Warrior / Ritual / Effect) You can Ritual Summon this card with a "Recipe" card. If this card is Special Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated "Nouvelles" card to your hand, also shuffle the rest into the Deck. When a card or effect is activated that targets this card on the field, or when this card is targeted for an attack (Quick Effect): You can Tribute this card and 1 Attack Position monster on either field, and if you do, Special Summon 1 Level 2 or 3 "Nouvelles" Ritual Monster from your hand or Deck. You can only use each effect of "Buerillabaisse de Nouvelles" once per turn. (Rare) |
Rating: 1 out of 5 French is the new English apparently, but regardless of language, this card is no good. |
Wild
Survivors
(WISU-EN027) Vanquish Soul Calamity Caesar TRAP / Counter Trap When an opponent's Spell/Trap Card, or monster effect, is activated that targets a card(s) you control, while you control a "Vanquish Soul" monster: Negate the activation, and if you do, destroy that card, then you can inflict damage to your opponent equal to the ATK of 1 "Vanquish Soul" monster you control. You can only activate 1 "Vanquish Soul Calamity Caesar" per turn. (Rare) |
Rating: 2 out of 5 It's free and can deal big damage, but there's only two useful members. |
Wild
Survivors
(WISU-EN026) Vanquish Soul Trinity Burst TRAP / Normal Trap Target 1 "Vanquish Soul" monster you control; Special Summon up to 2 "Vanquish Soul" monsters from your hand, with different names from each other, neither of which has the same original Attribute as the targeted monster (but negate their effects and return them to the hand during the End Phase), then you can return to the hand all cards your opponent controls that are in the same columns as the targeted monster you control and the monster(s) Special Summoned by this effect. You can only activate 1 "Vanquish Soul Trinity Burst" per turn. (Super Rare) |
Rating: 1 out of 5 They might as well have said "also, treat them as Spriit monsters (#175) that return to the hand". |
Wild
Survivors
(WISU-EN025) Vanquish Soul - Continue? SPELL / Quick-Play Spell Pay 500 LP, then target 1 "Vanquish Soul" monster in your GY; either add it to your hand or Special Summon it in Defense Position. You can only activate 1 "Vanquish Soul - Continue?" per turn. (Super Rare) |
Rating: 0 out of 5 Welcome to Monster Reborn (#30) with far fewer uses. |
Wild
Survivors
(WISU-EN024) Vanquish Soul Dust Devil SPELL / Quick-Play Spell Target 1 "Vanquish Soul" monster you control; change its battle position, then you can change face-up monsters your opponent controls to face-down Defense Position, up to the number of "Vanquish Soul" monsters you control with different names. You can only activate 1 "Vanquish Soul Dust Devil" per turn. (Super Rare) |
Rating: 1 out of 5 Even Book of Eclipse (#62) can do better without needing a single monster. |
Wild
Survivors
(WISU-EN023) Stake your Soul! SPELL / Normal Spell Reveal 1 monster in your hand; Special Summon 1 "Vanquish Soul" monster with the same Attribute, but a different name, from your Deck, but return it to the hand during the End Phase. You can only activate 1 "Stake your Soul!" per turn. (Ultra Rare) & (Collector's Rare) |
Rating: 1 out of 5 The best member only needs Darkness Metal Dragon (DUSA #68), and that can also revive it too. |
Wild
Survivors
(WISU-EN022) Rock of the Vanquisher DARK / Link Monster / ATK 0 / Link-1 Links: Bottom (Rock / Link / Effect) 1 "Vanquish Soul" monster Cannot be used as Link Material. While you control a "Vanquish Soul" monster, your opponent's monsters can only target monsters you control with the highest ATK (their choice, if tied) for attacks. During the Main Phase (Quick Effect): You can activate 1 of these effects; ● Special Summon 1 "Vanquish Soul" monster from your hand. ● Add 1 "Vanquish Soul" monster from your GY to your hand. You can only use this effect of "Rock of the Vanquisher" once per turn. (Ultra Rare) |
Rating: 1 out of 5 Seems Clara and Rushka (#49) stared into the eyes of Medusa. |
Wild
Survivors
(WISU-EN021) Vanquish Soul Caesar Valius EARTH / Effect Monster / Level 8 / ATK 3000 / DEF 1500 (Dragon / Effect) During the Main Phase (Quick Effect): You can target 1 non-Dragon "Vanquish Soul" monster you control; return it to the hand, and if you do, Special Summon this card from your hand. (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s); ● EARTH: This face-up card is unaffected by your opponent's activated effects this turn. ● EARTH, FIRE, & DARK: Destroy 1 other card on the field. You can only use each effect of "Vanquish Soul Caesar Valius" once per turn, and cannot activate more than 1 in the same Chain. (Ultra Rare) & (Collector's Rare) |
Rating: 3 out of 5 This'd be the better Koa'ki Meiru Maximus (#81). Actually has good effects to backup its ATK. |
Wild
Survivors
(WISU-EN020) Vanquish Soul Pluton HG FIRE / Effect Monster / Level 6 / ATK 0 / DEF 0 (Zombie / Effect) During your opponent's turn, if you control no monsters, or only "Vanquish Soul" monsters, in your Main Monster Zone (Quick Effect): You can Special Summon this card from your hand. (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s); ● FIRE: This card gains 3000 DEF until the end of this turn. ● DARK & EARTH: This card gains 3000 ATK until the end of this turn. You can only use each effect of "Vanquish Soul Pluton HG" once per turn, and cannot activate more than 1 in the same Chain. (Super Rare) |
Rating: 1 out of 5 Practically a Koa'ki Meiru (#21). The boost on either side doesn't last either. |
Wild
Survivors
(WISU-EN019) Vanquish Soul Dr. Mad Love DARK / Effect Monster / Level 4 / ATK 1200 / DEF 2000 (Fiend / Effect) If this card is Normal or Special Summoned: You can add 1 "Vanquish Soul" Spell/Trap from your Deck to your hand. (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s); ● DARK: 1 face-up monster your opponent controls loses 500 ATK/DEF. ● DARK & EARTH: Return the 1 monster with the lowest DEF on the field to the hand (your choice, if tied). You can only use each effect of "Vanquish Soul Dr. Mad Love" once per turn, and cannot activate more than 1 in the same Chain. (Ultra Rare) & (Collector's Rare) |
Rating: 2 out of 5 Can't really love a monster whose best trait is its high DEF and low Level. |
Wild
Survivors
(WISU-EN018) Vanquish Soul Heavy Borger DARK / Effect Monster / Level 7 / ATK 2500 / DEF 1500 (Machine / Effect) During the Main Phase (Quick Effect): You can target 1 non-Machine "Vanquish Soul" monster you control; return it to the hand, and if you do, Special Summon this card from your hand. (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s); ● DARK: Draw 1 card. ● EARTH & FIRE: Inflict 1500 damage to your opponent. You can only use each effect of "Vanquish Soul Heavy Borger" once per turn, and cannot activate more than 1 in the same Chain. (Ultra Rare) & (Collector's Rare) |
Rating: 2 out of 5 Not great stats, but the effects continue to warrant a 2. |
Wild
Survivors
(WISU-EN017) Vanquish Soul Pantera EARTH / Effect Monster / Level 4 / ATK 1700 / DEF 1900 (Beast-Warrior / Effect) If you control no monsters in your Main Monster Zone: You can Special Summon this card from your hand. (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s); ● EARTH: This card cannot be destroyed by battle this turn. ● EARTH & FIRE: Destroy all Spells/Traps in this card's column. You can only use each effect of "Vanquish Soul Pantera" once per turn, and cannot activate more than 1 in the same Chain. (Ultra Rare) |
Rating: 2 out of 5 High enough DEF and not bad effects rank it a bit higher than ones with high DEF (#9) in the past. |
Wild
Survivors
(WISU-EN016) Vanquish Soul Razen FIRE / Effect Monster / Level 4 / ATK 1800 / DEF 1500 (Warrior / Effect) If this card is Normal or Special Summoned: You can add 1 non-Warrior "Vanquish Soul" monster from your Deck to your hand. (Quick Effect): You can activate 1 of these effects, by revealing monster(s) in your hand with the listed Attribute(s); ● FIRE: This card cannot be destroyed by card effects this turn. ● FIRE & DARK: Destroy all other monsters in this card's column. You can only use each effect of "Vanquish Soul Razen" once per turn, and cannot activate more than 1 in the same Chain. (Ultra Rare) & (Collector's Rare) |
Rating: 3 out of 5 Decent alone in a FIRE (SD3 #2) or Beatdown (#0) Deck. |
Wild
Survivors
(WISU-EN014) Petiteranodon EARTH / Effect Monster / Level 2 / ATK 500 / DEF 500 (Dinosaur / Effect) If this card is destroyed by a card effect and sent to the Graveyard: Special Summon 1 Level 4 or higher Dinosaur-Type monster from your Deck, but it cannot attack this turn. (Rare) |
Rating: 2 out of 5 Super Conductor Tyranno (SD09 #1) is an obvious choice, and the strongest available for this effect. |
Wild
Survivors
(WISU-EN012) Souleating Oviraptor DARK / Effect Monster / Level 4 / ATK 1800 / DEF 500 (Dinosaur / Effect) If this card is Normal or Special Summoned: You can take 1 Dinosaur monster from your Deck, and either add it to your hand or send it to the GY. You can target 1 other Level 4 or lower Dinosaur monster on the field; destroy it, then Special Summon 1 Dinosaur monster from your GY in Defense Position. You can only use each effect of "Souleating Oviraptor" once per turn. (Rare) |
Rating: 3 out of 5 Now this is ideal in 3s, even if only for the first effect, its ATK and Level. |
Wild
Survivors
(WISU-EN009) Ultimate Conductor Tyranno LIGHT / Effect Monster / Level 10 / ATK 3500 / DEF 3200 (Dinosaur / Effect) Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 Dinosaur monsters from your GY. Once per turn, during the Main Phase (Quick Effect): You can destroy 1 monster in your hand or field, and if you do, change all face-up monsters your opponent controls to face-down Defense Position. This card can attack all monsters your opponent controls, once each. At the start of the Damage Step, if this card attacks a Defense Position monster: You can inflict 1000 damage to your opponent, and if you do, send that Defense Position monster to the GY. (Rare) |
Rating: 2 out of 5 The original (SD09 #1) didn't have Summon requirements and was only a few hundred ATK weaker. |
Wild
Survivors
(WISU-EN007) Supersoaring TRAP / Normal Trap Target 1 Dinosaur monster that is banished or in either GY; Special Summon it to your field. You can only activate 1 "Supersoaring" per turn. (Rare) |
Rating: 2 out of 5 Dinosaur Decks (SD09 #3) get another version of Call of the Haunted, but it's less limited. |
Wild
Survivors
(WISU-EN006) Ground Xeno SPELL / Normal Spell Add 1 Dinosaur Tuner or Dinosaur Normal Monster from your Deck to your hand, then destroy 1 card in your hand. You can banish this card from your GY; Fusion Summon 1 Dinosaur Fusion Monster from your Extra Deck, using monsters from your hand or field as material. You can only use each effect of "Ground Xeno" once per turn. (Ultra Rare) |
Rating: 2 out of 5 Fossil Dig with the ability to Fusion Summon. Fossil Dig still has more options though. |
Wild
Survivors
(WISU-EN005) Transcendosaurus Drillygnathus WIND / Xyz Monster / Rank 6 / ATK 3000 / DEF 2300 (Dinosaur / Xyz / Effect) 2 Level 6 monsters While this card has no materials, if it battles a monster, any battle damage it inflicts to your opponent is doubled. You can only use each of the following effects of "Transcendosaurus Drillygnathus" once per turn. You can detach 1 material from this card, then target 1 of your banished Dinosaur monsters; Special Summon it. If this card is destroyed: You can shuffle 1 Normal Monster from your GY into the Deck, then you can Special Summon this card. (Rare) |
Rating: 2 out of 5 They like Normal Monsters (#1) entirely. Okay effects and good stats for a Rank 6 though. |
Wild
Survivors
(WISU-EN004) Transcendosaurus Glaciasaurus WATER / Synchro Monster / Level 12 / ATK 3600 / DEF 2700 (Dinosaur / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters Cannot be destroyed by battle. Dinosaur monsters you control that were Special Summoned from the GY cannot be destroyed by your opponent's card effects, also your opponent cannot target them with card effects. If this card is destroyed: You can shuffle 1 Normal Monster from your GY into the Deck, then you can Special Summon this card. You can only use this effect of "Transcendosaurus Glaciasaurus" once per turn (Rare) |
Rating: 2 out of 5 Even being Level 12 doesn't mean it's good. Quite lacking honestly. |
Wild
Survivors
(WISU-EN003) Transcendosaurus Giantozowler EARTH / Fusion Monster / Level 12 / ATK 3800 / DEF 2000 (Dinosaur / Fusion / Effect) 1 Dinosaur monster + 1 Normal Monster If this card is Special Summoned: You can target 1 Dinosaur monster in your GY; add it to your hand, then, if this card was Special Summoned from the GY, you can destroy 2 cards (1 from your hand or field, and 1 your opponent controls). If this card is destroyed: You can shuffle 1 Normal Monster from your GY into the Deck, then you can Special Summon this card. You can only use each effect of "Transcendosaurus Gigantozowler" once per turn. (Super Rare) |
Rating: 2 out of 5 Better than the previous card, but not enough for a 3. |
Wild
Survivors
(WISU-EN002) Transcendosaurus Meteorus FIRE / Effect Monster / Level 12 / ATK 3500 / DEF 700 (Dinosaur / Effect) Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. During your opponent's turn (Quick Effect): You can destroy 2 other Dinosaur monsters in your hand and/or field, and if you do, Special Summon this card from your hand. If this card is Special Summoned: You can send 1 Dinosaur monster from your Deck to the GY. If this card is destroyed: You can shuffle 1 Normal Monster from your GY into the Deck, then you can Special Summon this card. You can only use each effect of "Transcendosaurus Meteorus" once per turn. (Super Rare) |
Rating: 2 out of 5 A new era of the Dinosaurs has begun, but it's not looking much better than Jurracs were. |
Wild
Survivors
(WISU-EN001) Xeno Meteorus FIRE / Effect Monster / Level 6 / ATK 2000 / DEF 200 (Dinosaur / Tuner / Effect) If a card(s) is destroyed by battle or card effect: You can Special Summon this card from your hand. During your Main Phase: You can destroy 1 Dinosaur monster in your hand or field, then Special Summon 1 Dinosaur Normal Monster from your hand or Deck, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Dragon, Dinosaur, Sea Serpent, or Wyrm monsters. You can only use each effect of "Xeno Meteorus" once per turn. (Super Rare) & (Collector's Rare) |
Rating: 2 out of 5 Relatively easy to bring out, and has decent members to bring out, but not very strong. |
Maze of
Memories
(MAZE-EN030) Forge a New Future TRAP / Continuous Trap Once per Chain, if a Link-4 monster is Link Summoned: You can place 1 counter on this card (max. 3), then you can apply the following effect based on the number of counters on it. ● 1: Declare 1 card name, and if you do, the activated effects and effects on the field of cards with that original name, are negated this turn. ● 2: Special Summon 1 Level 4 or lower monster from your GY. ● 3: Send this card to the GY, and if you do, Special Summon 1 Link-4 monster from your Extra Deck. You can only activate 1 "Forge a New Future" per turn. (Rare) |
Rating: 1 out of 5 Link-4s take a lot of work so the odds of you seeing even 1 during a Duel are pretty low. |
Maze of
Memories
(MAZE-EN029) Angel of Blue Tears SPELL / Normal Spell Target 1 face-up monster on the field; its controller's opponent takes damage equal to the number of cards in their hand x 200, then negate that target's effects until the end of this turn. If effect damage is inflicted (except during the Damage Step): You can banish this card from your GY; Set 1 Normal Trap directly from your hand or Deck. If Set from the hand, it can be activated this turn. You can only use 1 "Angel of Blue Tears" effect per turn, and only once that turn. (Rare) |
Rating: 2 out of 5 Effect Veiler mixed with Restructer Revolution. The Tuner is better though. |
Maze of
Memories
(MAZE-EN028) Firewall Dragon Darkfluid - Neo Tempest Terahertz DARK / Link Monster / ATK 3000 / Link-5 Links: Top, Left, Right and both Bottom Corners (Cyberse / Link / Effect) 3+ Cyberse monsters Negate any monster effects activated by your opponent during the Battle Phase. (Quick Effect): You can send 1 Cyberse monster from your Deck or Extra Deck to the GY, and if you do, this card gains the Attribute of that monster sent to the GY, also it gains 2500 ATK. You can only use this effect of "Firewall Dragon Darkfluid - Neo Tempest Terahertz" once per turn. This card can make attack monsters a number of times each Battle Phase, up to the number of different Attributes it has. (Ultra Rare) and (Collector's Rare) |
Rating: 2 out of 5 We basically just lengthened the name from the original (#43) and what used to be a decent monster. |
Maze of
Memories
(MAZE-EN027) Soul of the Supreme King TRAP / Normal Trap Pay half your LP; Special Summon 1 "Supreme King Z-ARC" from your Extra Deck, ignoring its Summoning conditions, but negate its effects. It is returned to the Extra Deck during the End Phase of the next turn. When your opponent activates a Spell Card or effect: You can banish this card from your GY and 1 "Supreme King Z-ARC" from your face-up Monster Zone; Special Summon up to 1 each "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" monsters from your hand, Deck, Extra Deck, and/or GY. (Rare) |
Rating: 0 out of 5 Z-ARC (#39) is basically made a Normal Monster that survives just 1 turn. |
Maze of
Memories
(MAZE-EN026) Battle Royal Mode - Joining SPELL / Continuous Spell Activate this card by targeting 1 Effect Monster on the field. The first two times that monster would be destroyed by battle each turn, it is not destroyed. When it is destroyed by battle, the player that destroyed it gains 2000 LP. If the turn player's opponent takes battle or effect damage: Activate this effect; that opponent can apply the following effect. ● Special Summon 1 Level 4 or lower monster from your hand or Deck, but lose 2000 LP. (Rare) |
Rating: 2 out of 5 Choose a weak monster and you'll guarantee the boost. Otherwise, this has nothing useful at all. |
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(MAZE-EN025) Kahyoreigetsu SPELL / Equip Spell Special Summon 1 Level 4 or lower Fairy, Spellcaster, Winged Beast, or Beast-Warrior monster from your hand, and if you do, equip it with this card, then you can return all Dragon monsters on the field to the hand. During the End Phase, if this card is in the GY because it was sent there from the Spell & Trap Zone this turn while face-up: You can add 1 "Polymerization" Spell, "Fusion" Spell, or "Fusion Parasite" from your Deck to your hand. You can only use each effect of "Kahyoreigetsu" once per turn. (Rare) |
Rating: 3 out of 5 It's Photon Lead (#51), for quite a few Monster Types and you can choose the monster's mode. |
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(MAZE-EN024) Performapal Duelist Extraordinaire LIGHT / Pendulum Monster / Level 4 / ATK 1800 / DEF 400 / Scale 1 and Scale 1 Pendulum Text Once per turn, at the start of the Damage Step, if a monster battles another monster: You can return this card to the hand, and if you do, banish 1 Spell from your Deck. For that battle, your monster cannot be destroyed, also the battle damage you take is halved. |
(Spellcaster / Pendulum / Effect) When this card inflicts battle damage to your opponent: You can add 1 "Supreme King Dragon" monster, "Supreme King Gate" monster, or "Soul of the Supreme King" from your Deck to your hand. Once per turn, during the Standby Phase: Activate this effect; each player can banish 1 Spell from their Deck. Once per turn, when a monster declares an attack: Activate this effect; the attacked player can apply the following effect. ● Add 1 of your banished Spells to your hand, then discard it, and if you do, negate that attack. (Rare) |
Rating: 3 out of 5 Joey called himself the Duelist Extraordinaire, but his Deck mostly lacked cards this good. |
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(MAZE-EN023) Saga of the Dragon Emperor SPELL / Quick-Play Spell Target 1 Dragon monster you control; its ATK becomes doubled (until the end of this turn), then, if your opponent currently controls a Dragon monster, the activation of the targeted monster's effects cannot be negated for the rest of this turn. During your Main Phase: You can banish this card from your GY; Special Summon 1 of your Dragon Xyz Monsters that is banished or in your GY, in Defense Position. You can only use 1 "Saga of the Dragon Emperor" effect per turn, and only once that turn. (Rare) |
Rating: 3 out of 5 This time, ATK is doubled without halving battle damage. Decent for a large number of Dragons. |
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(MAZE-EN022) Barian Untopia SPELL / Field Spell (This card is always treated as a "Barian's" card.) "Number" monsters with a number between "101" and "107" in their name, as well as "CXyz" monsters and "Number C" monsters you control, cannot be destroyed by your opponent's card effects, and your opponent cannot target them with card effects. Once per turn, if you Special Summon an Xyz Monster with a "Rank-Up-Magic" Spell's effect: You can target that Xyz Monster and 1 monster your opponent controls; attach that opponent's monster to that Xyz Monster as material. (Rare) |
Rating: 2 out of 5 Better than any Rank-Up-Magic card, but the cards it protects aren't great either. |
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(MAZE-EN021) Number 39: Utopia Rising LIGHT / Xyz Monster / Rank 4 / ATK 0 / DEF 2000 (Warrior / Xyz / Effect) 2 Level 4 monsters If this card is Special Summoned: You can target 1 "Number" Xyz Monster in your GY, except "Number 39: Utopia Rising"; Special Summon it in Defense Position, then you can detach all material from this card and attach them to that monster. If you Xyz Summon (except during the Damage Step): You can Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Number 39: Utopia Rising" once per turn. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 Exists just to serve other Xyz Monsters. If you can bring this out, then you can bring others out instead. |
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(MAZE-EN020) Overlay Network SPELL / Continuous Spell You can activate 1 of the following effects. ● Target 1 face-up monster you control; Special Summon 1 monster with the same Level from your hand or GY in Defense Position, but negate its effects. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Xyz Monsters. ● Target 1 Xyz Monster you control; add 1 card attached to it to the hand. You can only use this effect of "Overlay Network" once per turn. (Super Rare) |
Rating: 2 out of 5 I guess it's a step above how it's done in the Zexal anime. |
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(MAZE-EN019) Accel Synchro Stardust Dragon WIND / Synchro Monster / Level 8 / ATK 2500 / DEF 2000 (Dragon / Synchro / Effect) 1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn. (Ultra Rare) and (Collector's Rare) |
Rating: 1 out of 5 It's not actually an Accel Synchro (#43) monster, but it's not better without being one either. |
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(MAZE-EN018) This Creepy Little Punk SPELL / Normal Spell (This card is always treated as an "Infernity" card.) Special Summon 1 of your "Infernity" monsters that is banished, or in your hand or GY. If a face-up "Infernity" monster(s) you control is destroyed by battle, or leaves the field because of an opponent's card effect, while this card is in your GY: You can Set this card. You can only use each effect of "This Creepy Little Punk" once per turn. (Rare) |
Rating: 1 out of 5 Playing a harmonica isn't exactly threatening, and Kalin doesn't become moreso with Infernities. (#42) |
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(MAZE-EN017) Time to Stand Up TRAP / Normal Trap If a Dragon Synchro Monster is on the field: Special Summon up to 2 monsters, that are "Resonator" monsters and/or Level 1 Dragon monsters, from your Deck. When a monster effect is activated, while you control a Level 10 or higher DARK Dragon Synchro Monster: You can banish this card from your GY; negate that effect, and if you do, 1 Synchro Monster you control gains 2000 ATK until the end of the next turn. You can only use each effect of "Time to Stand Up" once per turn. (Rare) |
Rating: 2 out of 5 Red Nova Dragon (#42) and its upgrade (GFTP #45) get easier to play, but not by much. |
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(MAZE-EN016) On Your Mark, Get Set, DUEL! SPELL / Continuous Spell When this card is activated: If you control no other cards, you can add 1 "Synchron" monster from your Deck to your hand. Once per turn, during your Standby Phase: Place 1 Signal Counter on this card. You can remove 2 Signal Counters from your field and send this face-up card to the GY; draw 2 cards, then send 1 card from your hand to the GY. You can only activate 1 "On Your Mark, Get Set, DUEL!" per turn. (Super Rare) and (Collector's Rare) |
Rating: 1 out of 5 By the time the seconds effect resolves, the race will be over. Tuning (#45) is better for the first effect. |
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(MAZE-EN015) Evolution Burst SPELL / Normal Spell Add 1 "Overload Fusion" from your Deck to your hand. If you Fusion Summon a monster this turn with "Overload Fusion", using 6 or more monsters as material, that monster can attack a number of times each Battle Phase this turn, up to the number of monsters used as its Fusion Materials. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except with Spell effects. You can only activate 1 "Evolution End Burst" per turn. (Super Rare) |
Rating: 2 out of 5 This gives Chimeratech the effect it had in the anime, but you need 6 or more materials. |
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(MAZE-EN014) Wake Up Your Elemental HERO LIGHT / Fusion Monster / Level 10 / ATK 2500 / DEF 2100 (Warrior / Fusion / Effect) 1 "Elemental HERO" Fusion Monster + 1+ Warrior monsters Must be Fusion Summoned. Gains 300 ATK for each material used for its Summon. This card can make a number of attacks on monsters each Battle Phase, up to the number of Fusion Monsters used as material for its Summon. After Damage calculation, if this card battled a monster: Destroy that monster, and if you do, inflict damage to your opponent equal to its original ATK. If this Fusion Summoned card is destroyed: You can Special Summon 1 Warrior monster from your hand or Deck. (Ultra Rare) and (Collector's Rare) |
Rating: 2 out of 5 Kind of like Shining Flare (#36), but with some okay bonus effects. |
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(MAZE-EN013) Duel Academy SPELL / Field Spell This card gains these effects based on the Monster Types on the field. ● Warrior, Beast, or Pyro: Once per turn, if you activate a Trap Card (except during the Damage Step): You can target 1 card your opponent controls; destroy it. ● Dinosaur, Sea Serpent, or Thunder: Once per turn, if you activate a Spell Card (except during the Damage Step): You can inflict 1000 damage to your opponent. ● Machine, Fairy, or Fiend: Once per turn, if you activate a monster effect (except during the Damage Step): You can target 1 face-up monster you control; it gains 1000 ATK (even if this card leaves the field). (Ultra Rare) and (Collector's Rare) |
Rating: 1 out of 5 Seems more a cheap copy of the school Jaden goes to. Probably doesn't even allow Dueling at all. |
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(MAZE-EN012) Red-Eyes Soul DARK / Effect Monster / Level 7 / ATK 900 / DEF 2000 (Dragon / Effect) This card's name becomes "Red-Eyes Black Dragon" while on the field or in the GY. If your opponent Special Summons a monster(s) (except during the Damage Step): You can send this card from your hand or field to the GY; Special Summon 1 "Red-Eyes" monster from your hand or Deck, except "Red-Eyes Soul". You can only use this effect of "Red-Eyes Soul" once per turn. (Quick Effect): You can target 1 "Red-Eyes Black Dragon" you control; inflict damage to your opponent equal to that monster's original ATK. You can only use this effect of "Red-Eyes Soul" once per Duel. (Rare) |
Rating: 2 out of 5 Don't copy Inferno Fire Blast and use the first effect to bring out Darkness Metal Dragon. |
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(MAZE-EN011) Black Luster Soldier - Legendary Swordsman EARTH / Ritual Monster / Level 8 / ATK 3000 / DEF 2500 (Warrior / Ritual / Effect) You can Ritual Summon this card with "Chaos Form" or "Super Soldier Ritual". Must be Ritual Summoned. During your Draw Phase, before you draw: You can reveal this card in your hand; give up your normal draw this turn, and if you do, add 1 Ritual Spell from your Deck to your hand. Your opponent cannot activate cards or effects during your Battle Phase. When this attacking card that was Ritual Summoned using a Normal Monster destroys an opponent's monster by battle: You can shuffle all cards they control into the Deck. (Ultra Rare) and (Collector's Rare) |
Rating: 3 out of 5 Pretty potent effect and as strong as the original (#24). Also aidds in Ritual Summoning it too. |
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(MAZE-EN010) Pray of the Jirai Gumo TRAP / Continuous Trap Special Summon this card as a Normal Monster (Insect/EARTH/Level 5/ATK 2100/ DEF 100) to your Main Monster Zone in its same column (this card is also still a Trap), then you can destroy 1 monster your opponent controls in this card's column. You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use each effect of "Prey of the Jirai Gumo" once per turn. (Rare) |
Rating: 2 out of 5 Most Trap Monsters are just monsters when activated so this has a bit of a leg up (or six). |
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(MAZE-EN009) Riryoku Guardian SPELL / Normal Spell If your LP are lower than your opponent's: Target 1 monster you control with "Gate Guardian" in its original name; halve your opponent's LP, then that monster gains ATK equal to your opponent's LP. You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use each effect of "Riryoku Guardian" once per turn. (Rare) |
Rating: 2 out of 5 The original (SD09 #21) is more versatile, but this can give a likely higher boost. |
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(MAZE-EN008) Double Attack! Wind and Thunder!! SPELL / Quiick-Play Spell If you control a "Gate Guardian" monster: Target 1 card on the field: destroy it. During your Main Phase: You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use this effect of "Double Attack! Wind and Thunder!!" once per turn. (Rare) |
Rating: 1 out of 5 As good as the first Fusion is, this is hardly a compromise. |
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(MAZE-EN007) Labyrinth Wall Shadow SPELL / Field Spell Monsters cannot attack the turn they are Summoned, except monsters whose original Level is 5 or higher. Once per turn, during your Main Phase: You can place 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished, or in your hand or Deck, face-up in your Spell & Trap Zone as a Continuous Spell. At the start of your opponent's Battle Phase: You can target 1 monster your opponent controls with less than 1600 ATK: destroy it. (Rare) |
Rating: 2 out of 5 Referencing how Gate Guardian's (#24) pieces were placed on the field, but it's quite mediocre. |
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(MAZE-EN006) Gate Guardian of Thunder and Water WATER / Fusion Monster / Level 9 / ATK 2550 / DEF 2300 (Aqua / Fusion / Effect) "Suijin" + "Sanga of the Thunder" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain (Quick Effect): You can target 1 face-up monster your opponent controls; change it's ATK to 0 until the end of this turn. You can only use this effect of "Gate Guardian of Water and Thunder" twice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Suijin" or "Sanga of the Thunder". (Super Rare) |
Rating: 2 out of 5 The first effect isn't bad at least. |
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(MAZE-EN005) Gate Guardian of Wind and Water WIND / Fusion Monster / Level 9 / ATK 2450 / DEF 2300 (Spellcaster / Fusion / Effect) "Kazejin" + "Suijin" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain, when your opponent activates a Spell/Trap Card or effect on the field (Quick Effect): You can negate that effect. You can only use this effect of "Gate Guardian of Wind Water" twice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Kazejin" or "Suijin". (Super Rare) |
Rating: 2 out of 5 References how Gate Guardian (#24) was in the anime, though this is still better than our original. |
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(MAZE-EN004) Gate Guardian of Thunder and Wind WIND / Fusion Monster / Level 9 / ATK 2500 / DEF 2200 (Thunder / Fusion / Effect) "Sanga of the Thunder" + "Kazejin" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. During your Main Phase: You can add 1 Spell/Trap from your Deck to your hand that mentions "Sanga of the Thunder", "Kazejin", AND "Suijin". You can only use this effect of "Gate Guardian of Thunder and Wind" once per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Sanga of the Thunder" or "Kazejin". (Super Rare) |
Rating: 1 out of 5 Three is mostly better than two, and this benefits from nothing found with its Fusion Materials. |
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(MAZE-EN003) Gate Guardians Combined DARK / Fusion Monster / Level 12 / ATK 3750 / DEF 3400 (Warrior / Fusion / Effect) "Sanga of the Thunder" + "Kazejin" + "Suijin" Must be Special Summoned (from your Extra Deck) by banishing the above cards from your hand, field, and/or GY. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can negate that effect, and if you do, destroy that card. You can only use this effect of "Gate Guardians Combined" thrice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 Level 11 or lower "Gate Guardian" monster from your Deck or Extra Deck, ignoring its Summoning conditions. (Super Rare) |
Rating: 3 out of 5 This is what the original (#0) should've been all those years ago. |
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(MAZE-EN002) Shadow Ghoul of the Labyrinth DARK / Effect Monster / Level 5 / ATK 1600 / DEF 1300 (Zombie / Effect) You can discard this card; add 1 "Labyrinth Wall" card from your Deck to your hand. At the start of the Damage Step, if your opponent's monster battles, while you control a "Labyrinth Wall" card: You can banish this card from your GY; destroy that opponent's monster. You can only use each effect of "Shadow Ghoul of the Labyrinth" once per turn. (Rare) |
Rating: 2 out of 5 Labyrinth Wall (#35) is a pretty good card to get, but that's this card's only perk. |
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(MAZE-EN001) Labyrinth Heavy Tank DARK / Effect Monster / Level 7 / ATK 2400 / DEF 2400 (Machine / Effect) You can Normal Summon this card without Tributing. Cannot attack the turn it is Normal Summoned. During your Main Phase: You can place 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished, or in your hand or Deck, face-up in your Spell & Trap Zone as a Continuous Spell, then, if you control a "Labyrinth Wall" card, you can destroy 1 monster your opponent controls. You can only use this effect of "Labyrinth Heavy Tank" once per turn. (Super Rare) |
Rating: 1 out of 5 Not any heavier or stronger than the original (#91), which was more work. |